Mark, on 19 April 2020 - 11:50 AM, said:
watchtower is a forum user's name
ck3D, on 19 April 2020 - 12:49 PM, said:
The Watchtower is a user on these boards with an interesting perspective on Duke 3D and level design in general, here's just an example of one thread he posted in:
https://forums.duke4...d/page__st__270 - surely not necessarily in line with what you're looking for exactly butI find that there are plenty of valid points to learn to at least consider from his opinions, they usually are quite detailed and complete with references.
Thanks for pointing that! I will check =).
Merlijn, on 19 April 2020 - 12:42 PM, said:
Thanks for opening the topic.
The link CK3D provided is a good read.
Item and enemy placement become harder to manage in an open, non-linear map. I think every mapper struggles with this to some degree (at least I do).
The most obvious thing to do is to have a couple of essential items right on the beaten path to be 100% sure the player doesn't miss those.
(Example: in the Shaky grounds pt 1 the player gets the RPG early on, before entering the big outdoor area. It's absolutely essential to have it and I had to make sure the player didn't miss it).
If that particular bit is secured, you can afford a lot more in the non-linear parts.
Some loose thoughts:
-If you playtest your own map, try a different paths each time and see how it affects the overall experience.
-DN3D enemy types fit certain areas: Pig cops fit urban areas, Octobrains fit murky parts near water etc. So that's something to keep in mind as well.
-In case of DN3D you need to work with the limited AI of the enemies. I like adding strategic stay-puts to make them look smarter than they really are.
For example, you can have 1 battlelord chasing you while a second one stays put on a vantage point. Makes the encounters more challening and interesting.
Thanks for your answer and feedback! This is a very nice advice and I will take that into account.
As for placing key items in order to advance I am trying to do this with weapons. At the start of the map, there are no enemies, and they start appearing as player grabs weapon and equipment. If the player starts to explore without grabbing items, he will start encountering strong enemies and fight that he can't win. So this is my way to force the player grab items and then spawn enemies, to have light action on the start. Once the player has some equipment, he can venture further in the map and fight stronger enemies. This is the strategy I am following right now. But as there are lot of available paths and things to see, I am being generous with supplies and resources to the player, but I just don't wan't to overdo it.
As for the enemy AI, I noticed this while doing this map. Pic Cops for example, have low mobility (they can't jump platforms that are a few steps high) and they are literally stupid, falling always into acid pits and things like that. Since a few days ago I started to don't put pigs on the open areas and put more Troops (that have good mobility with jet pack) and Enforcers, which have mobility with jump (don't get stuck in terrain that has some height like the pigs) and also shoot well in the distance, because shootgun fire on open space it's not so good. I compensated the lack of cops, putting more of them in caves or inside temples, where colse range combat is more deadly for shotgun fire. Octorbrains and Commanders are also great for open areas, as they fly around and don't get stuck. I take note of your advice and what you said of challenging encounters taking the limited AI into account (this is something I still have to experiment a little bit).
ck3D, on 19 April 2020 - 12:49 PM, said:
Yeah I understand, absence of linearity can be a double-edged sword, in a way that's just a consequence of the style you're going for in that map. I'm not too sure what I would do in your case but I guess I'd mostly focus on implementing the weaponry and health at strategic points that could be marked from distance, or maybe find some kind of recognizable pattern in the gameplay (e.g.. only having certain items in specific areas, for instance the regions with hints of civilization would make sense; having the player get familiar with it from the get-go which is important, and then they can choose to run for supplies when overwhelmed to later confront certain enemies dead on). You could have special types of monsters inhabiting different regions of your map too, and use Respawns to your advantage, I don't know but there are plenty of ways you can get creative with it once you're done with the terrain work - will just need some time for the ideas to mature but surely they will as you complete the map.
Also a great point I find is very important to consider as well.
Thanks for your answer and advice! Yeah your feedback is very appreciated because it's kinda what I am trying to do. I placed weaponary and equipment needeed in order to venture further on the map, without weapons no chance killing battlelodrs and commanders. Also placed the items in spots that are very visible and invite the player to go and look there, I'm not hiding the weapons in the middle of the woods and plants.
Also been playing with respawns aswell. At first I use them to introduce combat, as the map was open, a massive horde of enemies come to the player when the player enters the main area, to avoid this, I spawn enemies as the player gets weapon. Then the rest of the map the enemies are places as normal, and then I respawn enemies when player gets key cards, because he has to go to areas already explored, so I spawn enemies to fight the player and use the open field as a reusable battlefield.
Thanks for all the feedback given, it's very appreciated. Will make some testing with this and see if I get some progress done =).